Hi,
I'm at the very early stages of developing a game; I have a level (currently BSP, but considering TerrainNode or something for outdoors as well), some water, a player object, and a console. I now want to start creating the "guts" of the game, which includes: Items, Baddies, Goals, etc, etc. but I'm not sure how best to achieve this.
How can I actually BUILD the levels, with items, assign values to them, etc. etc. Should I create my own "Game Logic structure"? or is there existing alternatives I should use? (scripting??)
Somewhere along the line I guess I need to end up with not just the BSP file, but a "level" file which has all this info saved, then load it in during game play.
If anyone could enlighten me about this I'd appreciate it . So far I've been focused on the creating maps, textures, objects, etc. but not thinking about how to "connect the dots"!
Cheers,
Paul.
Game Dev - Bringing it all together?
-
- Posts: 36
- Joined: Fri Feb 20, 2004 9:23 am
- Contact:
You may want to check out some of the game frameworks built on top of Irrlicht such as Extenic, Ping.net, and Venom:
http://irrlicht.sourceforge.net/links.html
I haven't gotten far enough along in my own project to really get experience in what you describe, but in standard application development I'll usually use a few types of UML diagrams (use case and class diagrams mainly) to lay out everything I want to do. By the time that's done and I've thought through them, I can normally see what will/won't work and can change stuff there before I write any code.
I'm not trying to preach strict UML/OOP adherence here, I'm just saying for me they help out tremendously to get a big picture on what the application is going to do.
There are several game-dev sites out there (http://www.gamedev.net to name one) that have tons of articles on various aspects of game creation so you may search around for some of those too.
Hope that helps some.
http://irrlicht.sourceforge.net/links.html
I haven't gotten far enough along in my own project to really get experience in what you describe, but in standard application development I'll usually use a few types of UML diagrams (use case and class diagrams mainly) to lay out everything I want to do. By the time that's done and I've thought through them, I can normally see what will/won't work and can change stuff there before I write any code.
I'm not trying to preach strict UML/OOP adherence here, I'm just saying for me they help out tremendously to get a big picture on what the application is going to do.
There are several game-dev sites out there (http://www.gamedev.net to name one) that have tons of articles on various aspects of game creation so you may search around for some of those too.
Hope that helps some.
Pronunciation: 'feedback'
Re: Game Dev - Bringing it all together?
This another good reason fot making IrrLichtEDLiquidream wrote:Hi,
I'm at the very early stages of developing a game; I have a level (currently BSP, but considering TerrainNode or something for outdoors as well), some water, a player object, and a console. I now want to start creating the "guts" of the game, which includes: Items, Baddies, Goals, etc, etc. but I'm not sure how best to achieve this.
How can I actually BUILD the levels, with items, assign values to them, etc. etc. Should I create my own "Game Logic structure"? or is there existing alternatives I should use? (scripting??)
Somewhere along the line I guess I need to end up with not just the BSP file, but a "level" file which has all this info saved, then load it in during game play.
If anyone could enlighten me about this I'd appreciate it . So far I've been focused on the creating maps, textures, objects, etc. but not thinking about how to "connect the dots"!
Cheers,
Paul.
I'll consider using the Qoole Source code for making one
Yours sencerely,
Alexander Milanoff
Alexander Milanoff